Beta Testers Needed!

Interesting ideas DRJ, but I'd change the -detection to +success for that player, otherwise having multiple embassies would make it impossible to catch spies.
 
Yes, that makes sense! I didn't think of it as a multiplier... :mischief:
 
From reading all the past posts, did you release another beta or is it the same one you already released a couple days ago? I see you updated the 'fixed errors' but I'm curious as to if some are using the newer version of the beta now?
 
Same beta TechX, still has some bugs to fix I think.

Logs for Afforess.
I'm in the process of changing that name (if possible) but that's a different story. I don't really see anything wrong with your error logs. Maybe, perhaps I read them too fast :confused:
 
I'm in the process of changing that name (if possible) but that's a different story. I don't really see anything wrong with your error logs. Maybe, perhaps I read them too fast :confused:

It's possible the debug infos I sent afforess can point in the right direction, or maybe it's like all the other CTD infos I've sent him and it tells him nothing. I'm sure he's tired of me spamming his inbox already :lol:
 
Pedia seemed sluggish, but game was fast+ most new things had smaller icons for when the tech completion pops up
 
Pedia seemed sluggish, but game was fast+ most new things had smaller icons for when the tech completion pops up

Optimizing the Civilopedia is a completely different story, completely unrelated to callbacks. It's slow because of all the content... ;)
 
Hey Afforess, do you think the "mercenary" embassadors are implementable?
 
game is going by fast, have done 180 turns in 55 minutes
 
Yeah, embassies should give the capitals -25% spy detection, also.

Assigning embassadors to the embassies must cost gold (maintenance),

for example if they agree on establish capital, a spy promoted embassador spawns in enemy city, gives spy points/turn the embassy is "alive"- and can do spy stuff (like a spy with certain extras) [that would disable the stupid boring movement of spies to the enemies locations half around the globe (I hate that micromanaging].

For a sum of gold you also should be able to assign a commercial focussed embassador to give trade bonus to that nation 25% maybe and +1 extra trade route with each of their cities) - useable for civs across the world

Another embassador could make tech diffusion to the civ he is sent to easier and thus give sci bonusses (you would send that one to a friendly and advanced but not threatening civ).

Last but not least you could send a general embassador ("military advisor" like Uncle Sam... to 'Nam and Columbia...) maybe giving the civ and yours a little military production bonus, -good for vassals at the front who need backup...

This way you can illustrate the foreign policy towards an opponent. Over long terms this could be "read" by the AI and build up "trust" or at least a strategy how to handle you, what to expect from you, how to react properly and still not lose souvereignity... (I can see dead people alive AI)

Hey Afforess, do you think the "mercenary" embassadors are implementable?

Define "Implementable"....

Theoretically, almost anything is possible when modding civilization, given time, dedication, and a degree in Computer Science.

Or are you asking if I could do it?;)

Even if I could, I doubt I could ever make the AI use and understand it...
 
GRR! Charlemagne kept asking for techs, so i set him to stop sending me requests, and he thinks that means I say no, so now he is furious because he has -32 "You refused to help us!" :eek:
 
GRR! Charlemagne kept asking for techs, so i set him to stop sending me requests, and he thinks that means I say no, so now he is furious because he has -32 "You refused to help us!" :eek:
It does seem logical that the AI would have that effect. If you think about it, if you were to ask someone for something and they said to not bother them until further notice, I think logically, they are saying no. It may seem like a bug, but I think it's doing exactly what its supposed to do and that is to automatically assume your answer is "no".
 
It does seem logical that the AI would have that effect. If you think about it, if you were to ask someone for something and they said to not bother them until further notice, I think logically, they are saying no. It may seem like a bug, but I think it's doing exactly what its supposed to do and that is to automatically assume your answer is "no".

but to -32??? could we cap it at 10?
 
Define "Implementable"....

Theoretically, almost anything is possible when modding civilization, given time, dedication, and a degree in Computer Science.

Or are you asking if I could do it?;)

Dear Sir, could I even dare to lay such a burden upon your cumbered shoulders? Nay, never! Only would I dream of a holy miracle, inseminating your genius spirit with prophetic algorithms, embassadoring to the unknowing public the true meanings of the secret writings of the one who hedonisticollie calls himself the doctor of the J.


Even if I could, I doubt I could ever make the AI use and understand it...

Doesn't matter that much, the AI could be set up to always chose the "middle option" then, a plantation- and logger-, raw-materials-trader-man, thus hammer-enhancing embassador maybe.
 
but to -32??? could we cap it at 10?

I don't think you should be able to cap a player's anger towards you. ;)

Dear Sir, could I even dare to lay such a burden upon your cumbered shoulders? Nay, never! Only would I dream of a holy miracle, inseminating your genius spirit with prophetic algorithms, embassadoring to the unknowing public the true meanings of the secret writings of the one who hedonistically calls himself the doctor of the J.

Doesn't matter that much, the AI could be set up to always chose the "middle option" then, a plantation- and logger-, raw-materials-trader-man, thus hammer-enhancing embassador maybe.

:lol:
 
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